diff --git a/effects/blur/blur.cpp b/effects/blur/blur.cpp index 07e27c8e22..b314f0c27b 100644 --- a/effects/blur/blur.cpp +++ b/effects/blur/blur.cpp @@ -471,7 +471,6 @@ void BlurEffect::uploadGeometry(GLVertexBuffer *vbo, const QRegion &blurRegion, void BlurEffect::prePaintScreen(ScreenPrePaintData &data, int time) { - m_damagedArea = QRegion(); m_paintedArea = QRegion(); m_currentBlur = QRegion(); @@ -499,8 +498,6 @@ void BlurEffect::prePaintWindow(EffectWindow* w, WindowPrePaintData& data, int t } data.clip = newClip; - const QRegion oldPaint = data.paint; - // we don't have to blur a region we don't see m_currentBlur -= newClip; // if we have to paint a non-opaque part of this window that intersects with the @@ -518,8 +515,6 @@ void BlurEffect::prePaintWindow(EffectWindow* w, WindowPrePaintData& data, int t // blur everything if (m_paintedArea.intersects(expandedBlur) || data.paint.intersects(blurArea)) { data.paint |= expandedBlur; - // we keep track of the "damage propagation" - m_damagedArea |= (w->isDock() ? (expandedBlur & m_damagedArea) : expand(expandedBlur & m_damagedArea)) & blurArea; // we have to check again whether we do not damage a blurred area // of a window if (expandedBlur.intersects(m_currentBlur)) { @@ -529,12 +524,6 @@ void BlurEffect::prePaintWindow(EffectWindow* w, WindowPrePaintData& data, int t m_currentBlur |= expandedBlur; - // we don't consider damaged areas which are occluded and are not - // explicitly damaged by this window - m_damagedArea -= data.clip; - m_damagedArea |= oldPaint; - - // in contrast to m_damagedArea does m_paintedArea keep track of all repainted areas m_paintedArea -= data.clip; m_paintedArea |= data.paint; } diff --git a/effects/blur/blur.h b/effects/blur/blur.h index 91dafec9a0..767e636e09 100644 --- a/effects/blur/blur.h +++ b/effects/blur/blur.h @@ -89,8 +89,7 @@ private: bool m_renderTargetsValid; long net_wm_blur_region; - QRegion m_damagedArea; // keeps track of the area which has been damaged (from bottom to top) - QRegion m_paintedArea; // actually painted area which is greater than m_damagedArea + QRegion m_paintedArea; // keeps track of all painted areas (from bottom to top) QRegion m_currentBlur; // keeps track of the currently blured area of the windows(from bottom to top) int m_downSampleIterations; // number of times the texture will be downsized to half size